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Well, in the fluff there is information about Ork Robots (for example, Tinboyz, Ruzzbot and Runtbot). Forgeworld made a beautiful model for the Runtbot, but with no rule, it is can only be used as proxy. So i have taken liberty to create the rule for those Bots. Any rule or unit suggestions are welcomed, as long as they stay Orky enough !
Pile o' Gunz - 105 points
The Pile o' Gunz is literraly a massive pile of metal, weapons and ammunition. Capture Imperial Servitors are "orkified" and chained to the construction to serve gunners for the multitude of its guns. As most Ork would rather charge at the closest enemy rather than wasting their time guarding supply depots and workshops, the Pile o' Gunz is now increasingly popular with Warbosses with a modicum of tactical awareness, as it not only allows the Boyz to get at the foes, but also safeguards the interests of the Bosses and Meks. In addition, there is plenty of ammo within the pile, so any friendly troops staying near it will get a noticeable boost in firepower, although if the containment is breached then it will certainly create a spectacular explosion.
Unit Composition: 1 Pile o' Gunz
Unit Type: Infantry
Special Rules: Immobile, Multiple Gunners, Dakka Post
Immobile: A model with this special rule cannot move. It can never go to ground (voluntarily or otherwise) and cannot consolidate or make a sweeping advance.
Multiple Gunners: A model with this special rule can fire all of its weapons in the shooting phase, and it may fire them at different targets if desired.
Dakka Post: All models in one friendly unit within 6" of the Pile o' Gunz can re-roll all failed To Hit rolls in the Shooting Phase. If the Pile o' Gunz loses its last Wounds, all units within 6" of it instantly suffer D6 S6 AP4 hits.
Wargear: 5 Big Shootas, 3 Supa Rokkits
Options:
- May replace all five big shoota with one of the following:
+ Skorcha..........25 pts
+ Grotzooka..........25 pts
+ Lobba..........25 pts
+ Kustom mega-blasta..........25 pts
Runtbot - 50 points
For each Gretchin units in a Detachment, you may include a single Runtbot chosen from this datasheet. These selections do not use up Force Organisation slots.
Meks are always keen to test their bionik designs on the battlefield, and if no suitable ‘patients’ are available they will build a Runt Bot; a huge, clanking parody of an Ork warrior powered by a rumbling engine and directed into battle by a plucky Grot, who will be provided with a ‘kontrol pad’ for the mechanical warrior. The Grot controller perched precariously on the shoulder of the Runt Bot, wrestling with the joystick in an effort to direct the shearing claws of the monstrosity. These walkers posses very unreliable fields that can collapse at any moment, but some Runtherds still use them sometimes to protect their herds, as they will occasionally provide some precious protection for the herd until they engage in combat.
Spoiler:
Runtbot WS:3 BS:2 S:5 T:4 W:3 I:2 A:2 LD:7 Sv3+
Unit Composition: 1 Runtbot
Unit Type: Infantry
Special Rules: 'Ere We Go !, Furious Charge, Unstable, Grot Escort
Grot Escort: Before the battle, immediately after determining Warlord Traits, each Runtbot must be assigned to a different Gretchin unit as Escort. The Runtbot must stay within 6" of its assigned Gretchin unit, and if they are no longer within 6" of each other, then in the Runtbot's next Movement phase, it must be moved in such a way that it and its assigned Gretchin units are within 6" of each other (or get as close as possible). If its assigned Gretchin unit Falls Back, then the Runtbot must also Fall Back, and if the Gretchin unit Regroups, then the Runtbot Regroups automatically. If its assigned Gretchin unit that is Falling Back gets into contact with the table edge and be removed from the game as casualties, then the Runtbot is also removed from the table as casualties. The Runtbot and its assigned Gretchin unit act as different units for all other intents and purpose.
Unstable: Every time the Runtbot runs, roll a D6. On a roll of 1, it suffers one Wound with no Save of any kind allowed.
Wargear: 2 Power Klaws, Twin-linked shoota, Runtshield
Options:
- May replace twin-linked shoota with Skorcha..........5 pts
Tinboyz - 90 points
For each Big Mek choice in a Detachment, you may include a single unit of Tinboyz chosen from this datasheet. These selections do not use up Force Organisation slots.
Tinboyz is the name sometimes given to a type of robots created and use by the Orks who designed them to look like metallic versions of living beings. Traditionally, they are made in the form of Space Marines, Eldar or Squats though with more exaggerated features along with gawky movements designed to imitate and mock these species. To Orks, such acts are highly amusing and they enjoy creating such clever parodies of their enemies. Whilst a Tinboy's external appearance does vary, its simplistic inner components follow a standard pattern. As such, these robots all follow a standardized manner on the battlefield.
Unit Composition: 2 Tinboyz, 1 Mek Kontroller
Unit Type: Infantry; The Mek Kontroller is Infantry (Character)
Special Rules: 'Ere We Go !, Furious Charge
Mek Kontroller only: Mob Rule, Bot Repair
Tinboy only: Fearless, Very Bulky, Mocking Appearance, Unstable
Bot Repair: While the Mek Kontroller is alive, all Tinboy models in the unit gain the Feel No Pain and It Will Not Die special rules.
Mocking Appearance: One enemy unit within 12" of a Tinboyz unit must shoot and/or charge at it if possible. If the enemy unit is within 12" of multiple Tinboyz units, the opponent can choose which Tinboyz unit for his unit to shoot and/or charge at. If multiple enemy units are within 12" of multiple Tinboyz units, then the number of enemy units which must shoot and/or charge at the Tinboyz must be equal to the number of Tinboyz units within 12". In addition, all enemy unit within 12" of one or more Tinboyz units gain the Preferred Enemy (Tinboyz Unit) special rule.
Unstable: Every time the unit runs, roll a D6. On a roll of 1, all models in the unit with the Unstable special rule instantly suffer one Wound with no Save of any kind allowed.
Options:
- May include up to 7 additional Tinboyz..........30pts/model
- Up to three Tinboyz in the unit may replace its shield blasta with one of the following:
+ Rokkit launcha..........free
+ Skorcha..........free
- The Mek Kontroller may replace his choppa with a killsaw..........30pts
- The Mek Kontroller may be acommpanied by a grot oiler..........5pts
- The Mek Kontroller can take items from the Mek Weapons list.
Wargears:
Spoiler:
Waaagh! Shield: A large shield made from a crudely hammered slab of adamantium, while too heavy for normal Orks to use, it provides excellent protection against from both bullets and blades. A model with Waaagh! Shield may choose to re-roll failed Armour Saves, but cannot Run or make Sweeping Advance.
Runtshield: An energy shield similar to the Mek's Kustom Force Field, but sacrifies reliability for simplicity. The bearer, and all models in a Gretchin units within 6" (including Runtherds and attached Independent Characters), receive a 6+ cover save. At the beginning of the controlling player's Movement Phase, roll a D6 for each model equipped with Runtshield. On a roll of 1 and 2, the Runtshield stops functioning and does not provide cover save anymore unless the controlling player's roll a 3+ at the beginning of the his or her next Movement Phase.
Shield Blasta: A heavy barrelled weapon built inside the shield of the Tinboyz, the Shield Blasta launches an explosive shell at enemy within sight, although its range is a bit short. R12" S6 AP6 Assault 1, Blast, Shred
This message was edited 7 times. Last update was at 2015/08/14 18:30:11
Oh, hi guys. Check out my Homebrew army lists here
I have to say, I like the Shield Blasta for the Tinboyz a lot more than just Shootas that I did for mine, and including Power Klawz straight up was a good idea.
Also, how come the Waaagh! Shield doesn't just do an invulnerable save? Seems a lot easier and less rolling.
Oh, the Waaagh! Shield. I'm glad you ask I want to make the Tinboyz to be more like ramshackle machines than Teminator lites Personal energy shield is not that common in Ork army
Also, allowing other Ork units Invulnerable Save will make (I think) the KFF somewhat redundant. In the fluff it is shown that Tinboyz operate under the supervision of Ork Meks, so they go into combat alongside a Big Mek equipped with KFF is reasonable.
And how does your Tinboy look like ? I can only see Loading... in the thread. Sad panda is sad. :(
This message was edited 1 time. Last update was at 2015/08/12 17:23:59
Oh, hi guys. Check out my Homebrew army lists here
- Clarify what happens to a Runtbot if its assigned Gretchin unit flees the table.
Pile o' Gunz - 105 points
The Pile o' Gunz is literraly a massive pile of metal, weapons and ammunition. Capture Imperial Servitors are "orkified" and chained to the construction to serve gunners for the multitude of its guns. As most Ork would rather charge at the closest enemy rather than wasting their time guarding supply depots and workshops, the Pile o' Gunz is now increasingly popular with Warbosses with a modicum of tactical awareness, as it not only allows the Boyz to get at the foes, but also safeguards the interests of the Bosses and Meks. In addition, there is plenty of ammo within the pile, so any friendly troops staying near it will get a noticeable boost in firepower, although if the containment is breached then it will certainly create a spectacular explosion.
Unit Composition: 1 Pile o' Gunz
Unit Type: Infantry
Special Rules: Immobile, Multiple Gunners, Dakka Post
Immobile: A model with this special rule cannot move. It can never go to ground (voluntarily or otherwise) and cannot consolidate or make a sweeping advance.
Multiple Gunners: A model with this special rule can fire all of its weapons in the shooting phase, and it may fire them at different targets if desired.
Dakka Post: All models in one friendly unit within 6" of the Pile o' Gunz can re-roll all failed To Hit rolls in the Shooting Phase. If the Pile o' Gunz loses its last Wounds, all units within 6" of it instantly suffer D6 S6 AP4 hits.
Wargear: 5 Big Shootas, 3 Supa Rokkits
Options:
- May replace all five big shoota with one of the following:
+ Skorcha..........25 pts
+ Grotzooka..........25 pts
+ Lobba..........25 pts
+ Kustom mega-blasta..........25 pts
gummyofallbears wrote: just curious as to what happens if the gretchin unit runs off the table, in such a way that the runtbot is left alone?
otherwise cool stuff, and its nice to see some interesting ork units for a change IE: new bots that don't suck
Thank you glad you like them
If its assigned Gretchin unit that is Falling Back gets into contact with the table edge and be removed from the game as casualties, then the Runtbot is also removed from the table as casualties.
Oh, hi guys. Check out my Homebrew army lists here